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![[Post New]](/s/i/i.gif) 2015/02/20 19:14:59
Subject: [1850] - Space marines. Tac?
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Dakka Veteran
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So I am trying to develop a good TAC list. Would likely run as imperial fists. Not sure what psychic powers if I keep the librarian. The stern might be over kill for an alpha strike? Criticism highly welcome.
Hq
Librarian, terminator armor, storm shield, level 2-125
Elites
5 sternguard, 1 meltaguns, 4 combimelta drop pod
Sarge power fist -252
5 sternguard, meltagun, 4 combi melta drop pod
Sarg-combi melta
Troops
Scouts
6 with sniper rifle, 1 missle launcher, camo clocks
Sarge-sniper rifle-112
Tactical squad alpha-210
9- plasma cannon, plasma gun, rhino
Sarge-meltabomb
Tactical squad bravo-215
9- multimelta,melta gun rhino
Sarge-power axe, melta bombs
Tactical squad Charlie-215
9-missle launcher flamer rhino
Sarge-power weapon, melta bombs
Fast attack
Storm talon with typhoon missle-145
Storm talon with sky hammer-125
Devestators squad(6)-213
4 lascannons, rhino
Sarge-Bolter
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This message was edited 4 times. Last update was at 2015/02/20 21:58:15
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![[Post New]](/s/i/i.gif) 2015/02/20 19:43:47
Subject: [1850] - Space marines. Tac?
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Shas'la with Pulse Carbine
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Not really an authority on marines but just at a quick glance the multi meltas in the stern guard as kinda useless as you'll be snap firing them (heavy weapons) take normal melta guns instead and use the free points somewhere else
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![[Post New]](/s/i/i.gif) 2015/02/20 20:24:48
Subject: [1850] - Space marines. Tac?
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Dakka Veteran
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Good call. My mistake.
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![[Post New]](/s/i/i.gif) 2015/02/20 21:15:46
Subject: Re:[1850] - Space marines. Tac?
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Frightening Flamer of Tzeentch
PNW
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The Terminator Armour looks out of place without a Terminator retinue to join and utilize (Relentless, Deep Strike, etc), especially with a Storm Shield that confers the Inv. Save to use for Perils.
Your Sternguard will be deadly, but also expensive that won't likely make their points back unless you combat squad them and take out two Land Raider equivalents (Riptide, Wrathknight, etc) so you need to ensure they earn First Blood. I would suggest upgrading the Drop pod with a Deathwind to harass squishier, and potential retaliatory units to the Sternguard.
The second Scout squad doesn't appear to offer much other than an MC hunter that would work well with Sniper Scouts. With a close combat configurarion and no LS Storm, they're often going to be ignored or quickly eliminated as chaff.
I would drop the Plasma pistol and/or Power sword from the Tactical squad sgt. as you already have two models that risk Gets Hot and your sgt with a Power sword can be eliminated before he gets in range to shoot or a combat to fight. If you plan on Combat Squads, take Melta bombs to allow him to rush forward and kill a tank or a nearby unit while the shootier half provides lethal support.
I'm not sure what the Devastator squad Rhino is providing to a small unit that will likely hold a backfield position. Possibly take a Razorback instead.
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![[Post New]](/s/i/i.gif) 2015/02/20 21:46:34
Subject: [1850] - Space marines. Tac?
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Dakka Veteran
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Good call on the stern. I'd have buy another pod but could combat them and put Libby with them? The rhino on the devs is to get them into position then either contest objectives/draw fire or pick up a combat squad to move down the field. Not sure how that would work but sounds good in theory? Lol. I don't have a lss but that is 100% on my list. Maybe I'll cut the second squad and get something else? Automatically Appended Next Post: Edited list. Removed second scouts for splitting of sternguard.
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This message was edited 1 time. Last update was at 2015/02/20 21:58:39
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![[Post New]](/s/i/i.gif) 2015/02/20 22:10:29
Subject: Re:[1850] - Space marines. Tac?
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Frightening Flamer of Tzeentch
PNW
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You could divide the Sternguard unit into two separate squads, each with their own Drop pod or simply Combat Squad them with a single Drop pod. You specify at the beginning of the game, and when they disembark, they act separately. The value of having two Drop pods is to increase the likelihood that a deployment or a scatter doesn't hinder your attack as you have flexibility on the table.
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![[Post New]](/s/i/i.gif) 2015/02/21 20:15:00
Subject: [1850] - Space marines. Tac?
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Dakka Veteran
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What about putting Libby with stern? Or I could do a captain?
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![[Post New]](/s/i/i.gif) 2015/02/21 21:40:24
Subject: [1850] - Space marines. Tac?
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Executing Exarch
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Decent HQ choice, versatile. Righteousrob wrote:5 sternguard, 1 meltaguns, 4 combimelta drop pod
Sarge power fist
5 sternguard, meltagun, 4 combi melta drop pod
Sarg-combi melta
Solid, but some fat to trim - equipped as such, they are a suicide unit, and 4 melta's should do-in a tank as efficiently as 5 (unless you roll like me), so drop the extra fella from each unit, and drop the Power Fist (if you suspect they might last the turn, maybe give the Sarge Melta Bombs, but YMMV). Righteousrob wrote:Scouts
6 with sniper rifle, 1 missle launcher, camo clocks
Sarge-sniper rifle
Fair objective-camping unit. ML is not to my personal taste but good against MC's (wastes the rest of the unit's shooting if using it on vehicles). Righteousrob wrote:Tactical squad alpha
9- plasma cannon, plasma gun, rhino
Sarge-meltabomb
Tactical squad bravo
9- multimelta,melta gun rhino
Sarge-power axe, melta bombs
Tactical squad Charlie
9-missle launcher flamer rhino
Sarge-power weapon, melta bombs
Slightly eclectic setups - the Meltas shouldn't be needed as you have the Tank-Hunting Devs and the two drop pods of Sternies to deal with armour. If you aren't Combat-Squading these units then be wary with the heavy weapons, but remember that the model can shoot his bolt pistol or throw a grenade the turn you disembark, and can fire the heavy in subsequent turns if he stays still (allowing you a threat range whilst holding the objective). Personally I'm a fan of combi-weapons on Sergeants, especially the one you haven't given a special melee weapon to. Solid. If in need of points, consider dropping the Typhoon down to a Skyhammer. Again, solid unit (considering IF CT's), but swap the Rhino for a Drop Pod - this will give you 3 pods, meaning you can drop both Sternies on turn 1, and then drop this one empty later. You could give the DP to one of the Tacticals instead, but I'm not sure what purpose the Rhino serves when attached to the Devs? Aurelian wrote:The Terminator Armour {...}, especially with a Storm Shield that confers the Inv. Save to use for Perils.
You can't use any kind of save against Perils ( FnP is not a save).
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![[Post New]](/s/i/i.gif) 2015/02/22 18:14:15
Subject: Re:[1850] - Space marines. Tac?
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Frightening Flamer of Tzeentch
PNW
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That's an oversight on my part. Too much Invulnerable Save discussions as of late.
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![[Post New]](/s/i/i.gif) 2015/02/22 19:20:51
Subject: [1850] - Space marines. Tac?
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Dakka Veteran
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Thanks for the advice quanar. Why would I drop an empty pod?
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![[Post New]](/s/i/i.gif) 2015/02/22 20:09:56
Subject: [1850] - Space marines. Tac?
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Executing Exarch
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You get half of your drop pods automatically on the first turn, and you round this number up, so is you had two pods (as your list currently stands), you get 1 on T1, but if you add a third, even if it's empty, you get to drop 2 on turn 1, meaning the Sternies can take out a threat before it has 1-2 turns to damage your own army.
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![[Post New]](/s/i/i.gif) 2015/02/22 21:04:38
Subject: [1850] - Space marines. Tac?
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Dakka Veteran
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Ah makes sense. So maybe pod one of the tacs and then can decide what I want to drop turn one?
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![[Post New]](/s/i/i.gif) 2015/02/23 04:50:00
Subject: [1850] - Space marines. Tac?
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Executing Exarch
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Righteousrob wrote:Ah makes sense. So maybe pod one of the tacs and then can decide what I want to drop turn one?
Yep, also a good plan.
What was the Rhino with the Dev squad for anyway?
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![[Post New]](/s/i/i.gif) 2015/02/23 05:21:09
Subject: [1850] - Space marines. Tac?
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Dakka Veteran
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To pick up a combat squad/scouts or to move the devs around as needed. Depending on landscape? Is that a bad idea?
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![[Post New]](/s/i/i.gif) 2015/02/24 21:11:34
Subject: [1850] - Space marines. Tac?
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Dakka Veteran
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Any idea?
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![[Post New]](/s/i/i.gif) 2015/02/25 13:14:27
Subject: [1850] - Space marines. Tac?
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Longtime Dakkanaut
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I would take as many pods as I can and drop all the Rhinos.
Pods are just too good not to be taken if there's no shortage of models.
And Devs are meant to be deployed in cover and not move an inch for the duration of the game most games.
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